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ASSEGAI!
The 1879 British Campaign in Zululand
Historical Simulation
which can be used as e i-
ther a boardgame or
miniatures campaign
ASSEGAI!
BOARDGAME/MINIATURES CAMPAIGN
Page 2
All British forces may move During the supply phase supplies for moving units can
one area per turn, including the British player counts the only be deducted from wag-
supply wagons. To prevent number of units that moved ons with that force. You only
unwieldly stacks on the map, it and subtracts that amount deduct supplies from units
is suggested that you use the from his supply wagons or that MOVED that turn.
column markers to represent a garrisons. At the start of each Unsupplied units deduct
force and put the markers into turn the British player rolls one from their firing in com-
2D6 and that is the amount of bat and for each turn after the
the appropriate holding box.
supplies that arrives in the first that they are unsupplied,
Each turn the Zulu side rolls area. They may be allocated one circle is crossed off on
3D6 and the result is the num- to any of the garrisons which the unit roster. Also, a force
ber of units the Zulu player(s) must be kept track of on a has to roll a 3, 4, 5, or 6 on
can move. Zulu forces may separate piece of paper. Extra 1D6 to be able to move to a
move two areas per turn to re- supply wagons can be loaded new area.
Fugitive’s Drift flect their ability to cover large up from a garrison and sent
distances quickly. out to forces in the filed. The
When forces of both sides conditions. On a roll of a 2 or amount of artillery may fire out
British move one area are in the same area combat 12 it is a surprise attack and the of one side of any card. British
ensues. First, randomly draw Zulus start on the middle row. units may start in square or all
per turn while the Zulus
15 terrain cards and place them The Zulus may be placed in as units in one card may be in
roll 3D6 for the number in three rows of five cards each. few or as many of the top row square.
of units that can move The Zulus will start from the cards as the player desires. The The British side always sets
two areas per turn. top row while the British will British player may place units up first, then the Zulus. Then,
begin on t he bottom row. anywhere along the bottom follow the combat phase s e-
Next, roll 2D6 to determine row. quence of play for the remain-
if there are any special start up Only two units plus any der of the battle.
Combat Phase Sequence Two units and any amount the target unit. Each British
1.British Fire-All eligible Brit- of artillery can fire out of each unit fires individually and the
ish/Colonial units conduct fire. side of a terrain card. Total the results applied before firing
amount of fire strength(one with the next unit.
2.Zulu Movement-Zulu units circle on the unit roster equals
attempt to enter melee. After all firing, the Zulu
one fire strength point), apply units check individually to see
3.Melee-Resolve melees. firing modifiers, then roll 2D6, if they can enter a new card by
cross indexing the result on the successfully rolling on the Zulu
4.Zulu Withdrawal Check
table for the resulting loss to movement table.
ASSEGAI! Spring 2001
Page 3
FIRING TABLE(2D6) FIRING MODIFIERS
ZULU CARD MOVEMENT
Number of Strength Points Firing +/- Value of Terrain Card Roll 2D6
Die Roll 1 2 3 4 5 6 7 8+ -1 British Firing From Square
-1 Firing at Outer Row Outer To Middle Row 10 or less
2 0 0 0 0 0 0 1 1 +1 Firing at Zulus Attempting to Move 1 Card-Same Row 10 or less
3 0 0 0 0 0 1 1 1 Enter Melee Attempt to Enter Melee 8 or less
4 0 0 0 0 1 1 1 1 +1 Artillery Firing at Middle -1 For Each Hit in This Battle
5 0 0 0 1 1 1 1 1 Row -1 If Charging a Square
6 0 0 1 1 1 1 1 2 +2 Artillery Firing at Zulus At- +2 if Charging a unit not in Square
7 0 0 1 1 1 1 2 2 tempting to Enter Melee.
8 0 1 1 1 1 1 2 2
9 1 1 1 1 1 2 2 3
10 1 1 1 1 2 2 3 3 MELEE PROCEDURE
11 1 1 1 2 2 3 3 4 Melees occur when a Zulu unit(s) are in the same card as a British/
12 1 1 2 2 3 3 4 4 Colonial unit(s) and has passed their withdrawal check. Melee is figured
out unit by unit, matching one Zulu unit against one British unit and re-
solving the combat before any other melees are resolved. Each unit gets
WITHDRAWAL CHECKS a number of D6 according to its current strength(round down):
Each time a Zulu unit takes casualties, a Co- Cavalry 1D6 per 3 strength points(Zulus feared cavalry)
lonial(non-British) unit is charged or loses a British 1D6 per 4 strength points
melee, it must be determined if the unit with- Artillery 1D6
draws. Roll 2D6 and if the result is more than NNC units 1D6 per 5 strength points
the listed value, the unit withdraws: Zulus 1D6 per 3 strength points
Zulus 12 Colonial units 9 Any roll of a 4, 5, or 6 causes one strength point loss to the opponent sub-
ject to the following modifiers:
Apply the following modifiers: Zulus fighting cavalry -2 British units get a saving
-1 for each hit -1 if lost last melee throw
round Zulus attacking a square -2 of a 6 on a D6 or 5 and 6 if in
+2 if won last melee round Zulus attacking a fort -2 square against each hit.
British units never withdraw. Colonial units Zulus vs. unit not in square +1
will withdraw to any adjacent area and take
1D6 amount of hits if non-cavalry. Against a square, either by a single unit or multiple units, if the
Zulus cause triple the number of hits than they lost ,they are assumed to
The Zulu army checks withdrawal at the end have broken the square. Another melee round is fought, but the Zulus get
of each Combat phase, rolling 2D6 and with- a +1 to their melee rolls. Ex.; five British units are in square and inflict 3
drawing ALL units on a roll of 12+. There is hits while the Zulus inflict 9 hits. The square is considered broken.
a +1 modifier for each 10 hits and +1 for each At the end of each melee phase if neither side has withdrawn,
unit that has withdrawn from battle. The Zulu then further rounds are fought until one side withdraws. British forces
army will also lose 1D6-2 hits from each cav- never withdraw, but Colonial forces may retreat. If the Zulus withdraw,
alry unit in pursuit after the battle. British/Colonial cavalry units may pursue.
COMBAT PHASE(CONT.)
If an area containing a Brit- Zulus move in each combat Zulu counters attacking three forced to withdraw into an al-
ish garrison is attacked, the gar- phase. The only penalty is British units. Each British unit ready enemy occupied area
rison counter is put inside of a the –1 for firing from a square. must be attacked by one Zulu they take 1D6 amount of hits
fort marker. The saving throw During melee, a unit unit, then the leftover two Zulu and withdraw to the next avail-
for the garrison is increased to a may be attacked any number of units can make attacks against able empty area.
3,4,5, or 6 on 1D6. times, provided that each de- any of the three British units.
British forces can
British/Colonial non- fender in a terrain card has been Units forced to with- withdraw at any time, but any
cavalry units may elect to form attacked during that same com- draw may move to any area not supplies are left behind and
square anytime before the bat phase. Ex.; there are five occupied by enemy units. If they suffer 1D6 amount of hits.
WASATCH FRONT HISTORICAL
GAMING SOCIETY ENDING THE GAME
The first invasion lasts 8 turns and then the British force structure is
changed and the Second Invasion begins. Only the units on the roster as listed
for the second invasion may be used. The forces can then be set up in any ar-
eas used in the setup for the first invasion. If the Zulus control the map, then
British forces will have to fight their way on to the map. On the final turn, the
British player counts up the victory points by adding the values for all the ar-
eas under British control., then consulting the Victory Points Table for the re-
sult.
Comments, suggestions, or rules ques-
tions can be forwarded to:
mirsik1@juno.com VARIANTS
1. Allow the second invasion to be able to land 2D6 worth of units on any coastal
The Best in Historical Simulations area. 2. At the end of each turn roll 2D6 and is a12 is rolled the Boer uprising begins
earlier and 1D6 of cavalry units leave and 1D6 of British infantry and artillery units
withdraw from the map.
VISIT OU R SITE
WWW.WFHGS.COM DESIGNER NOTES
As you may have figured out, it is very difficult for the Zulus to win the cam-
paign. Historically, if the British had not suffered their fatal disaster, the campaign
would have been a lot more one sided with many more battles resembling Ulundi.
WFHGS However, it is very challenging for the British side to plan out and allocate the forces
needed to prosecute the campaign successfully as one mistake could cost you the
game. Certainly, players can add all kinds of optional rules to cover scouting, com-
mander abilities, ammunition, and other events as this game is meant to be a basic
campaign game.
MINIATURES CONVERSION
Assegai! Can easily be con- ratio than your rules call for to Most rules have ideas about set- for playability’s sake, but the de-
verted into a historical minia- be able to use those larger ting up campaign battles or each struction of a British force or the
tures campaign. Each circle on units. Garrison forces if they group will have to set up guide- pursuit of withdrawing Zulus by
the unit rosters equals approxi- come into play can be set up as lines before the campaign begins. colonial cavalry would make for
mately 100 men. The British a Roarke’s Drift type outpost. Miniatures would also be a interesting tabletop actions.
mounted units in particular can When selecting terrain for better way to represent pursuits You can also represent the
be better simulated as they havebattle you could still use the and fighting withdrawals. The supply situation better by having
been consolidated into fewer terrain cards, just use each one boardgame must abstract these as many wagons as you wish with
counters for playability. Some to represent a section of the each of them holding a num-
of the mounted unit counters board. Each card could repre- ber of supply points. They
actually represent 2-4 separate sent a 2 ft. square area with then become highly valued
units in real life which can be liberal interpretation of how items that must be defended
converted easily with minia- much of the square should the and taken into account when
tures. dominating terrain be in. A setting up a battle. These
The larger Zulu regiments method of deciding where each rules are just the basics to get
can be a problem, especially force set up will have to be de- started and can be expanded
some of the 5-9,000 men units. cided upon and objectives or simplified to fit your need.
I would suggest a higher figure should also be set for each side.
1st Bn/24 2nd Bn/24 1st Bn/13 2nd Bn/3 Naval Brigade 99th Regt
Volunteers Natal Units Mtd Rifles Mtd Natives Frontier Horse 1st Dragoons
17th Lancers 1st Artillery 2nd Artillery 3rd Artillery 90th Regt 80th Regt
Zulu Allies 1st Bn/2 NNC 2nd Bn/2 NNC 1st Bn/1 NNC 2nd Bn/1 NNC 3rd Bn/1NNC
1st Bn/3 NNC 2nd Bn/ 3 NNC Native Cntngt 88th Regt 57th Regt 3/60 Rifles
91st Highland 2Bn/21 Regt 58th Regt 94th Regt Wood's Irreg. M/6 R.A.
8/7 R.A. 11/7 R.A. N/5 R.A. N/6 R.A. 10&11/7 R.A. 4th Bn/NNC
5th Bn./NNC 2nd Bn/NNC Dunn's Scouts Mtd. Troops Bettington/ Baker's Horse
Shepstone
Remove 1 British battalion, 1 All British/Allied units must roll a There are no supply rolls for
artillery unit and 1 cavalry unit 4,5, or 6 on 1D6 to be able to British this turn.
for 1D6 turns move one area. Supply costs for
units in combat are double.
EVENT CARDS
TALL GRASS OPEN FARMS
Concealment
+1 to Move Into +2 to Move Into -1 to Move Into
+1 to British/Allied Fire -1 to British/Allied Fire
Concealment
+1 to Move Into -1 to Move Into No Modifiers
-1 to British/Allied Fire -1 to British/Allied Fire
ZULU FORCES
uNokhenkhe OOOOOOOOOO
OOOOOOOOOOOOOOO
umHlanga OOOOOOOOOO
umXapho OOOOOOOOOO
iQwa OOOOO
inSugamgeni OOOOOOOOOO
izinGulube OOOOOOOOOOOOOOO
uDududu OOOOOOOOOOOOOOO
imBube OOOOO
isaNqu OOOOOOOOOOOOOOO
Thulwana OOOOOOOOOOOOOOO
iNdhlondhlo OOOOOOOOO
inDluyengwe OOOOOOOOOO
iNgobamakhosi 1 OOOOOOOOOOOOOOOOOOOO
iNgobamakhosi 2 OOOOOOOOOOOOOOOOOOOO
iNgobamakhosi 3 OOOOOOOOOOOOOOOOOOOO
uVe 1 OOOOOOOOOOOOOOOOOOOO
uVe 2 OOOOOOOOOOOOOOOOOOOO
uDhloko 1 OOOOOOOOOOOOOOOOOOOO
uDhloko 2 OOOOOOOOOOOOOOOOOOOO
uMbonambi OOOOOOOOOOOOOOOOOOOO
umCijo 1 OOOOOOOOOOOOOOOOOOOO
umCijo 2 OOOOOOOOOOOOOOOOOOOO
umCijo 3 OOOOOOOOOOOOOOOOOOOO
umCijo 4 OOOOOOOOOOOOOOOOOOOO
BRITISH/ALLIED FORCES 1st INVASION
1st Bn./24th OOOOOOOO 1st Artillery OO
2nd Bn./24th OOOOOOOO 2nd Artillery OO
1st Bn/13th OOOOOOOO 3rd Artillery OO
2nd Bn./3rd OOOOOOOO 4th Artillery OO
Naval Brigade OO Rocket Btty O
99th Rgt. OOOOOOOO
Volunteers OOOOO Garrison 1 OO
Natal Units OOO Garrison 2 OO
Mtd. Rifles OOO Garrison 3 OO
Mtd. Natives OOO Garrison 4 OO
Frontier Horse OO
Zulu Allies OOOOO Supplies 1 OOOOOOOOOOOOO
90th Rgt. OOOOOOOO Supplies 2 OOOOOOOOOOOOO
80th Rgt. OOOOOOOO Supplies 3 OOOOOOOOOOOOO
Native Cont. OOO Supplies 4 OOOOOOOOOOOOO
1st Bn./1NNC OOOOOOOOOOO Supplies 5 OOOOOOOOOOOOO
2nd Bn./1NNC OOOOOOOOOOO Supplies 6 OOOOOOOOOOOOO
3rd Bn./1NNC OOOOOOOOOOOO
1st Bn./2NNC OOOOOOOOOOO 1st Bn./3NNC OOOOOOOOOOOO
2nd Bn./2NNC OOOOOOOOOOO 2nd Bn./3NNC OOOOOOOOOOOO
10 20 30 40 50 60 70 80
26-35 Minor Defeat. British weaknesses have been exposed and the
frontier becomes a far more deadlier place.
36-50 Minor Victory. The punitive expeditions have met with some success 9 10 11
but have done nothing to solve the long term situation. Second
Invasion
51-60 Tactical Victory. The Zulu threat is much diminished and it will be Begins
another generation before they are strong enough to make a comeback.
VICTORY POINTS
X10
TURN CHART
3 4
7 8
First Invasion
Ends
11 12
15 16
Game Ends